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Made in us
Krazed Killa Kan






While driving to work I had a fun idea pop into my head for making a silly but somewhat practical Ork Kommisar for a Blood Axe style army.

85 Points

WS4 BS2 S4 T4 W2 I3 A4 Ld 9 Sv5+

Wargear:
Slugga
Power Choppa (S- AP3)
Stikkbombs
Flakk Armor (5+)
Gitfinda

Can replace his Power Choppa with a Power Klaw for 10 points.
Can replace his Slugga with a Kustom Mega Pistol for 10 points.

Special Rules
Listen to me ya gitz.
Dats eresy! *dakka* *dakka* *dakka*
Stubborn
Independent Character
Stuck in wif da Boyz
Ere we go
(Does not have Mob Rule)

Listen to me ya gitz.
The Kommisar can issue orders during the shooting phase to his unit and must pass a leadership test to do so. The order last until the beginning of the unit's next shooting phase.

Dakka Dakka Dakka!!!: The unit can fire shoota weapons twice but fires shoota weapons at BS1. These weapons gain pinning.

Shoot da big one boyz!!!: The unit gains the tankhunter special rule
-No shoot da otha big one! If the unit was issued the order "Shoot da big one boyz!!!" last turn then they can be issued this order. The unit gains Tank Hunters and Monster Hunters.
-Oh Zog it shoot EVERYTHING!!!!: If the unit was issued the order "No shoot da other big one!" last turn then they can be issued this order. The unit gains Tank Hunters, Monster Hunters, Preferred Enemy: Everything.

Get yet choppas ready boyz!: The unit cannot shoot this turn. They gain the rage special rule.

Get up ya gitz, wez got fightin to do!: The unit is no longer gone to ground. They may shoot, overwatch, and charge as normal. Immune to pinning until the start of the next shooting phase.


Dats eresy! *dakka* *dakka* *dakka*: If the unit fails a moral check, pinning, check, fear check, or order then you may roll 2D6. If you roll 2D6 then the Kommisar inflicts D3 wounds with no saves allowed to the nearest non character models in the unit and the test is passed. If there are not enough valid models to inflict the wounds on then the leadership test is failed. (If you only have 2 non character orks in the unit and you roll 3 wounds then you fail the test, no wounds inflicted). No lookout sir rolls can be taken for any wounds inflicted by "Dats eresy! *dakka* *dakka* *dakka*
If you roll double 6s you instead inflict a wound with no saves allowed to any enemy non vehicle model within 12" of the Kommisar, the test passes. If no valid targets are in range then the test fails.
If you roll double 5s you instead inflict a wound with no saves allowed to the closest enemy non vehicle model within 12" of the Kommisar, the test passes. If no valid targets are in range then the test fails.
If you roll double 4s you instead miss entirely dealing no wounds but the unit stops mucking about, the test passes.
If you roll double 3s you instead inflict D3 wound with no saves allowed to the closest friendly non vehicle model outside the unit within 12" of the Kommisar. If no valid targets are in range then the test fails.
If you roll double 2s you instead kills nearest character model that isn't the Kommisar that's in the unit. The model is removed from play. If no valid targets are in the unit then the test fails.
If you roll double 1s the Kommisar shoots himself. Kommisar is removed from play. The test passes.

Stuck in wif da Boyz. The Kommisar can only join an Ork Boyz units.

Let me know what you think of this and if there are any concerns of it being overpowered, underpowered, rules conflict concerns, etc. The idea is to be more fun than top tier competitive but I wouldn't want it to be absolutely useless either.

This message was edited 1 time. Last update was at 2015/08/12 23:04:45


"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Missionary On A Mission



Northern CO

That actually does look pretty cool. Heck, I'd use it if I played Orks.
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

Some fun stuff and a lot of good ideas, but I think you went just a little overboard with the amount of text and special rules! I know, we all tend to get carried away with Orks, whether it is on conversions, collections, or special rules! Because Orks iz da best.

I think the 'eresy rule works without the special 2d6 roll. Personally, I am not a huge fan of having lots of random tables. I think rules should be able to be remembered without always having to check the book in the heat if battle (but I make exceptions for fluffy things like the shokk attack gun because it has always been that way).

Honestly, I don't see why mob rule isn't just d3 wounds and pass the morale check like your rule. It would save a ton of dice rolling and table-checking and give the same result 90% of the time! But that's a different discussion.

The idea for Ork Orders is neat and I would like to see something like that. The escalating shooting order is interesting, but again, maybe get rid of one of the others to keep it more manageable.

And of course, we Ork players would LOVE a power choppa like that! It doesn't make sense that we only get choppa, big choppa or power klaw and every other army gets ten different melee weapon options.


This message was edited 1 time. Last update was at 2015/08/12 00:40:32


Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Confessor Of Sins




WA, USA

Good lord, it is a fun concept but you got way WAYYYY carried away with special rules.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Krazed Killa Kan






To be fair the IG codex text for their Orders rules are also rather long and I wanted to write the rules to be functional (avoiding sloppy loop holes). Also the IG commissar rolls to execute but if you gotta roll and your an Ork, might as well make it Orky. I figured the Shokk Attack Gun style doubles rules for "dats eresy" would be rather humorous and silly while every non doubles roll would be fairly straight forward.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

 Vankraken wrote:
To be fair the IG codex text for their Orders rules are also rather long and I wanted to write the rules to be functional (avoiding sloppy loop holes). Also the IG commissar rolls to execute but if you gotta roll and your an Ork, might as well make it Orky. I figured the Shokk Attack Gun style doubles rules for "dats eresy" would be rather humorous and silly while every non doubles roll would be fairly straight forward.


I definitely see where you're coming from and doubles randomness is fun, but when it is all said and done, this guy ends up with more text than the current Ork HQs and I would think about ways to streamline and simplify it a bit. The shokk attack gun is more elegant because you are rolling 2d6 for a reason and then if you get doubles, something happens. Your rule has you roll 2d6 just to see if something random happens. So 5/6 of the time (when you don't get doubles), the roll does nothing. If you want to have some Orky randomness, I say you use the result of the 2d6 morale check to see if something random happens rather than adding an extra roll.

But like I said, this concept would be fun. I would use an orc officer in a great coat like Kromlech offers as a starting point for converting the model.

This message was edited 1 time. Last update was at 2015/08/12 07:03:59


Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Krazed Killa Kan






 The Riddle of Steel wrote:
 Vankraken wrote:
To be fair the IG codex text for their Orders rules are also rather long and I wanted to write the rules to be functional (avoiding sloppy loop holes). Also the IG commissar rolls to execute but if you gotta roll and your an Ork, might as well make it Orky. I figured the Shokk Attack Gun style doubles rules for "dats eresy" would be rather humorous and silly while every non doubles roll would be fairly straight forward.


I definitely see where you're coming from and doubles randomness is fun, but when it is all said and done, this guy ends up with more text than the current Ork HQs and I would think about ways to streamline and simplify it a bit. The shokk attack gun is more elegant because you are rolling 2d6 for a reason and then if you get doubles, something happens. Your rule has you roll 2d6 just to see if something random happens. So 5/6 of the time (when you don't get doubles), the roll does nothing. If you want to have some Orky randomness, I say you use the result of the 2d6 morale check to see if something random happens rather than adding an extra roll.

But like I said, this concept would be fun. I would use an orc officer in a great coat like Kromlech offers as a starting point for converting the model.


The reason I went the extra 2d6 roll was I didn't want every leadership test the unit took to greatly risk something abnormal happening when your not even opting to execute anyone.

You take the moral check as normal and if you fail then you opt to execute some boyz to make it pass (exact same as a IG commissar). For the IG you roll D6 to see if you pick the poor sap who gets killed or if the opponent picks. Instead you roll 2D6 and doubles mean something different happens (no doubles, execute as normal). The wordiness is unfortunate as the orders and the execute rules become long winded (IG codex hides their bloaty orders rules in the appendix). It could be written as something like

"If the unit fails a leadership check you may roll 2D6, deal D3 unsaved wounds to boyz in the unit. If doubles was rolled then do the following instead.
Double 6, Inflict an unsaved wound to an enemy non vehicle within 12"
Double 5, Inflict an unsaved wound to the closest enemy non vehicle within 12"
Double 4, Miss entirely
Double 3, Inflict D3 wounds to nearest friendly non vehicle unit within 12"
Double 2, Executes nearest character that isn't the Kommisar in the unit.
Double 1, Kommisar executes himself.

If the action can not be taken due to too few valid targets then test fails."

I was trying to focus on making the rules mechanically clear in the original post.

This message was edited 1 time. Last update was at 2015/08/12 08:31:14


"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Flashy Flashgitz





Double 2s isn't clear in og post. Sounds like after you kill the character you remove the unit. Rewrite is better.

I'm not a fan of them only going on boys squads. I love the unit, but that limitation make 90% of their Dakka enhancements useless. Tankhunters on s4ap- guns... Monster hunters in them?

Now take that one rule away and they become useful as an HQ that I'd pay good money and points for. But if you did change the 'shootas' in the Dakka Dakka Dakka section, to range weapons. Snazzguns/deffguns/grotzookas at bs1 for double the shots would be rad!

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Regular Dakkanaut





I don't like the word choice of "eresy". Orks don't have the religious feel like the imperium. Not sure what to replace it with though. " 'ey you gitz, stop actin' like 'umies" maybe? Or maybe "youz gonna fight".
   
Made in us
Krazed Killa Kan






Its Blood Axes so tend to mimic human military culture and they are mimicing the "That's heresy *blam*". Couldn't really come up with an orky spelling version of summary execution that was fun and understandable.

I changed the Double 2s, wrote unit instead of model and now its corrected. The reason of the stacking order is that it builds in power as your unit keeps issuing the order. For a footslogging blob of boyz you get tank hunters when your typically running forward on turn 1, turn 2 you get in addition monster hunter which greatly helps with mobbing big stuff, turn 3 is when it gets powerful with the addition of prefered anything. Remember that the PK Nobz, Rokkits, Big Shootas, Independent characters all benefit from this. If it was more deadly then a green tide would be ungodly powerful with these orders.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Flashy Flashgitz





You're suggesting we shoot units with 1-3 special weapons at a monstrous creature?

I do now see that it would be useful for the 1nob and possible ICs.

Maybe if he can be the Nob upgrade or taken as a free slot like a Mek? Because otherwise he's taking up an HQ to give weak buffs to a single nob in a boys mob. My original thought of making him a well priced HQ that functions in any unit I feel would make me take him. But as an HQ slot with minimal effect on a single orc mob... He'd have to cost almost nothing.

Warboss Troil
"Less chat, more splat!" 
   
 
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